RentQNI recently started to use the "Garm3n Q-M" HUD from this thread:
http://www.teamfortress.tv/33738/ive-updated-some-huds
I really like it so far, there's just one thing that I'd like to change about it-
The little heart next to the health number that seems to be completely useless (it doesn't empty as you lose health or anything).
It there any way to get rid of it that is easy enough to do for someone who has zero experience editing HUDs?
Apologies for a late answer, but find where the file "hudplayerhealth.res" is within your hud files (hud name -> resource -> ui -> hudplayerhealth.res). Open it and do a search for "playerstatushealthimage" and "playerstatushealthimageshadow". You should come across 2 fields with info inside it. Set either the "xpos" or "ypos" field to a very large number (say 9999), save the file, and type hud_reloadscheme into your console, given that you have the game open. If you don't have the game open, save it and then start tf2 to see if your changes have worked.
TsarbucksRentQNI recently started to use the "Garm3n Q-M" HUD from this thread:
http://www.teamfortress.tv/33738/ive-updated-some-huds
I really like it so far, there's just one thing that I'd like to change about it-
The little heart next to the health number that seems to be completely useless (it doesn't empty as you lose health or anything).
It there any way to get rid of it that is easy enough to do for someone who has zero experience editing HUDs?
And on the topic of Q-M hud, how would I go about moving the ammo in clip to the center of the screen like in QL?
First thing you're going to have to make sure of is that the parameters of your ammo box stretch all the way to where you want it to be. You're probably going to have to edit the wide field under "HudWeaponAmmo" inside your hudlayout.res file. Use sv_cheats 1 and vgui_drawtree 1 to see where the field boxes are stretching to after you've saved the file and made changes. Then, inside your hudammoweapons.res file (hud name -> resource -> ui -> hudammoweapons.res), change the "xpos" and "ypos" fields inside the "ammoinclip" and "ammoinclipshadow" fields within the file until you're happy about where things are positioned.
[quote=RentQN]I recently started to use the "Garm3n Q-M" HUD from this thread:
http://www.teamfortress.tv/33738/ive-updated-some-huds
I really like it so far, there's just one thing that I'd like to change about it-
The little heart next to the health number that seems to be completely useless (it doesn't empty as you lose health or anything).
It there any way to get rid of it that is easy enough to do for someone who has zero experience editing HUDs?[/quote]
Apologies for a late answer, but find where the file "hudplayerhealth.res" is within your hud files (hud name -> resource -> ui -> hudplayerhealth.res). Open it and do a search for "playerstatushealthimage" and "playerstatushealthimageshadow". You should come across 2 fields with info inside it. Set either the "xpos" or "ypos" field to a very large number (say 9999), save the file, and type hud_reloadscheme into your console, given that you have the game open. If you don't have the game open, save it and then start tf2 to see if your changes have worked.
[quote=Tsarbucks][quote=RentQN]I recently started to use the "Garm3n Q-M" HUD from this thread:
http://www.teamfortress.tv/33738/ive-updated-some-huds
I really like it so far, there's just one thing that I'd like to change about it-
The little heart next to the health number that seems to be completely useless (it doesn't empty as you lose health or anything).
It there any way to get rid of it that is easy enough to do for someone who has zero experience editing HUDs?[/quote]
And on the topic of Q-M hud, how would I go about moving the ammo in clip to the center of the screen like in QL?[/quote]
First thing you're going to have to make sure of is that the parameters of your ammo box stretch all the way to where you want it to be. You're probably going to have to edit the wide field under "HudWeaponAmmo" inside your hudlayout.res file. Use sv_cheats 1 and vgui_drawtree 1 to see where the field boxes are stretching to after you've saved the file and made changes. Then, inside your hudammoweapons.res file (hud name -> resource -> ui -> hudammoweapons.res), change the "xpos" and "ypos" fields inside the "ammoinclip" and "ammoinclipshadow" fields within the file until you're happy about where things are positioned.
I recently started using flamehud, and I want to use the numerical hp, but there is no health cross behind it.
this is how it looks now
http://imgur.com/a/Y6TfB
and I want it to have a red health cross behind it when I am hurt, like m0rehud and such. How can I accompish this?
I recently started using flamehud, and I want to use the numerical hp, but there is no health cross behind it.
this is how it looks now
http://imgur.com/a/Y6TfB
and I want it to have a red health cross behind it when I am hurt, like m0rehud and such. How can I accompish this?
BlitheI recently started using flamehud, and I want to use the numerical hp, but there is no health cross behind it.
this is how it looks now
http://imgur.com/a/Y6TfB
and I want it to have a red health cross behind it when I am hurt, like m0rehud and such. How can I accompish this?
I think it's like playerstatusbonusimage or something similar inside hudplayerhealth.res. You could copy the xpos and ypos fields within the field that's like playerstatushealthvalue into the bonusimage field and that should get you started at least
[quote=Blithe]I recently started using flamehud, and I want to use the numerical hp, but there is no health cross behind it.
this is how it looks now
http://imgur.com/a/Y6TfB
and I want it to have a red health cross behind it when I am hurt, like m0rehud and such. How can I accompish this?[/quote]
I think it's like playerstatusbonusimage or something similar inside hudplayerhealth.res. You could copy the xpos and ypos fields within the field that's like playerstatushealthvalue into the bonusimage field and that should get you started at least
What is the res file for voice chat if there is any?
What is the res file for voice chat if there is any?
how can i add point capture timer in my hud?
how can i add point capture timer in my hud?
@ duck_ that is in HudLayout.res and then the 'HudVoiceStatus' section
@ fooqp for koth positioned in hudlayout.res and then HudObjectiveKothTimePanel.res to position the timers for each team
@ duck_ that is in HudLayout.res and then the 'HudVoiceStatus' section
@ fooqp for koth positioned in hudlayout.res and then HudObjectiveKothTimePanel.res to position the timers for each team
Wiethoofd@ fooqp for koth positioned in hudlayout.res and then HudObjectiveKothTimePanel.res to position the timers for each team
http://i.imgur.com/PjLaYcZ.jpg
i mean, this circular thing
[quote=Wiethoofd]@ fooqp for koth positioned in hudlayout.res and then HudObjectiveKothTimePanel.res to position the timers for each team[/quote]
[img]http://i.imgur.com/PjLaYcZ.jpg[/img]
i mean, this circular thing
Anyone know how to edit the font/colour of the text in the the killstreak notice?
This > http://imgur.com/a/nXnch
The file that's suppose to control it is hudkillhtreaknotice.res, but I'm only able to change the background with this. I know it's possible to change the font and colour because I've seen it in other huds, I just can't figure out how they did it
Anyone know how to edit the font/colour of the text in the the killstreak notice?
This > http://imgur.com/a/nXnch
The file that's suppose to control it is hudkillhtreaknotice.res, but I'm only able to change the background with this. I know it's possible to change the font and colour because I've seen it in other huds, I just can't figure out how they did it
What file do I need to edit to get the "new item" button to work on the main menu? This is slimHud
https://puu.sh/rylMo/2a096f804e.jpg
What file do I need to edit to get the "new item" button to work on the main menu? This is slimHud
[img]https://puu.sh/rylMo/2a096f804e.jpg[/img]
@OK_Rick: mainmenuoverride.res > Notifications_ShowButtonPanel_SB add: "actionsignallevel" "2"
@fooqp: controlpointprogressbar.res in your hud has it probably disabled/off screen
@Turtlebyteee change the font in clientscheme.res instead, try a font_override?
@OK_Rick: mainmenuoverride.res > Notifications_ShowButtonPanel_SB add: [i]"actionsignallevel" "2"[/i]
@fooqp: controlpointprogressbar.res in your hud has it probably disabled/off screen
@Turtlebyteee change the font in clientscheme.res instead, try a font_override?
[quote=Wiethoofd][/quote]
thanks man
what files edit this pop up
http://puu.sh/rzn7y/096bfdc52d.jpg
duck_what files edit this pop up
http://puu.sh/rzn7y/096bfdc52d.jpg
If you mean the panel with level bar, you can edit it in pvprankpanel.res.
[quote=duck_]what files edit this pop up
http://puu.sh/rzn7y/096bfdc52d.jpg[/quote]
If you mean the panel with level bar, you can edit it in pvprankpanel.res.
How do I edit these again?
Red: Border, font, etc.
Green: How to use a custom image like I do for the other item slots?
http://i.imgur.com/8O3S6nI.png
How do I edit these again?
Red: Border, font, etc.
Green: How to use a custom image like I do for the other item slots?
[img]http://i.imgur.com/8O3S6nI.png[/img]
JBholy shit, these menus look nice
Red = loadoutpresetpanel.res and in clientscheme.res :
Show Content
Econ.Button.PresetDefaultColorFg,
Econ.Button.PresetArmedColorFg,
Econ.Button.PresetDepressedColorFg,
Econ.Button.PresetDefaultColorBg,
Econ.Button.PresetArmedColorBg,
Econ.Button.PresetDepressedColorBg
Green = in clientscheme.res EconItemBorder change the "image" to yours, if you want it to just have sharp borders change draw_corner_height and draw_corner_width to 0
[quote=JB]holy shit, these menus look nice[/quote]
Red = loadoutpresetpanel.res and in clientscheme.res :[spoiler]Econ.Button.PresetDefaultColorFg,
Econ.Button.PresetArmedColorFg,
Econ.Button.PresetDepressedColorFg,
Econ.Button.PresetDefaultColorBg,
Econ.Button.PresetArmedColorBg,
Econ.Button.PresetDepressedColorBg[/spoiler]
Green = in clientscheme.res EconItemBorder change the "image" to yours, if you want it to just have sharp borders change draw_corner_height and draw_corner_width to 0
where do I find CountDownBG? It is the background for the countdown until the round begins in casual and I can find it in hudanimations but I can't find it in any other file
where do I find CountDownBG? It is the background for the countdown until the round begins in casual and I can find it in hudanimations but I can't find it in any other file
CubekolJBholy shit, these menus look nice
Red = loadoutpresetpanel.res and in clientscheme.res : Show Content
Econ.Button.PresetDefaultColorFg,
Econ.Button.PresetArmedColorFg,
Econ.Button.PresetDepressedColorFg,
Econ.Button.PresetDefaultColorBg,
Econ.Button.PresetArmedColorBg,
Econ.Button.PresetDepressedColorBg
Thank you! These only effected the selected preset button for me though as far as I can tell.
It seems like the three, unselected buttons use the default button values. Is there any way to work around that without changing the color of all default buttons?
got it working with borders
Show Content
[code]
Button.TextColor "TanLight"
Button.BgColor "TanDark"
Button.ArmedTextColor "TanLight"
Button.ArmedBgColor "TFOrange"
Button.SelectedTextColor "TanLight"
Button.SelectedBgColor "TFOrange"
Button.DepressedTextColor "Black"
Button.DepressedBgColor "TFOrange"[/code]
http://i.imgur.com/y89884t.png
[quote=Cubekol][quote=JB]holy shit, these menus look nice[/quote]
Red = loadoutpresetpanel.res and in clientscheme.res :[spoiler]Econ.Button.PresetDefaultColorFg,
Econ.Button.PresetArmedColorFg,
Econ.Button.PresetDepressedColorFg,
Econ.Button.PresetDefaultColorBg,
Econ.Button.PresetArmedColorBg,
Econ.Button.PresetDepressedColorBg[/spoiler]
[/quote]
[s]Thank you! These only effected the selected preset button for me though as far as I can tell.
It seems like the three, unselected buttons use the default button values. Is there any way to work around that without changing the color of all default buttons?[/s]
got it working with borders
[spoiler]
[code]
Button.TextColor "TanLight"
Button.BgColor "TanDark"
Button.ArmedTextColor "TanLight"
Button.ArmedBgColor "TFOrange"
Button.SelectedTextColor "TanLight"
Button.SelectedBgColor "TFOrange"
Button.DepressedTextColor "Black"
Button.DepressedBgColor "TFOrange"[/code]
[img]http://i.imgur.com/y89884t.png[/img]
[/spoiler]
@JB to fix the transparent skin in your loadout screen:
"class_loadout_panel"
{
"modelpanels_kv"
{
"itemmodelpanel"
{
"use_item_rendertarget" "0" // add this line
}
}
}
@JB to fix the transparent skin in your loadout screen:
[code]"class_loadout_panel"
{
"modelpanels_kv"
{
"itemmodelpanel"
{
"use_item_rendertarget" "0" // add this line
}
}
}[/code]
Might sound weird to someone, but what should I do to replace Soldier's Cow Mangler bar with something like Medic's Vaccinator bar (using ahud if that matters).
Might sound weird to someone, but what should I do to replace Soldier's Cow Mangler bar with something like Medic's Vaccinator bar (using ahud if that matters).
Can't be done shoras, not possible to have the charge bar for the cow mangler replaced with numbers or staged bars (especially since that will mess up as soon as you buy clip size upgrades in MvM)
Can't be done shoras, not possible to have the charge bar for the cow mangler replaced with numbers or staged bars (especially since that will mess up as soon as you buy clip size upgrades in MvM)
You can still change the bar's shape and position, right? Just make it the same as Vaccinator's. Also I don't play MvM so it's not an issue.
You can still change the bar's shape and position, right? Just make it the same as [url=http://i.imgur.com/sSlwrYJ.jpg]Vaccinator's[/url]. Also I don't play MvM so it's not an issue.
lol fuck you omni
[url=http://imgur.com/a/kMqjp]screens[/url]
[url=https://drive.google.com/open?id=0B53wnY9DYxhubWFCMy1KZVMxSkU]dl (just place this in resource/ui) [/url]
It's not possible in the way of actually splitting the bar into four. Of course making a pseudo 4 bar cow mangler by putting some materials in front of it is possible.
Chill out lmao no need to get so shitty over wiethoofd actually being right.
It's not possible in the way of actually splitting the bar into four. Of course making a pseudo 4 bar cow mangler by putting some materials in front of it is possible.
Chill out lmao no need to get so shitty over wiethoofd actually being right.
Wiethoofd@JB to fix the transparent skin in your loadout screen:"class_loadout_panel"
{
"modelpanels_kv"
{
"itemmodelpanel"
{
"use_item_rendertarget" "0" // add this line
}
}
}
I was going to add the line, but it was already there. Do I need to add it anywhere else?
[quote=Wiethoofd]@JB to fix the transparent skin in your loadout screen:
[code]"class_loadout_panel"
{
"modelpanels_kv"
{
"itemmodelpanel"
{
"use_item_rendertarget" "0" // add this line
}
}
}[/code][/quote]
I was going to add the line, but it was already there. Do I need to add it anywhere else?
Pseudo 4 bar is what I need. I'll try this out.
Also no need to get triggered.
Pseudo 4 bar is what I need. I'll try this out.
Also no need to get triggered.
JBWiethoofd@JB to fix the transparent skin in your loadout screen:"class_loadout_panel"
{
"modelpanels_kv"
{
"itemmodelpanel"
{
"use_item_rendertarget" "0" // add this line
}
}
}
I was going to add the line, but it was already there. Do I need to add it anywhere else?
I'm actually not sure this works. I believe it's an unfortunate side effect of mat_phong being set to 0, unless that was fixed recently and I wasn't aware.
[quote=JB][quote=Wiethoofd]@JB to fix the transparent skin in your loadout screen:
[code]"class_loadout_panel"
{
"modelpanels_kv"
{
"itemmodelpanel"
{
"use_item_rendertarget" "0" // add this line
}
}
}[/code][/quote]
I was going to add the line, but it was already there. Do I need to add it anywhere else?[/quote]
I'm actually not sure this works. I believe it's an unfortunate side effect of mat_phong being set to 0, unless that was fixed recently and I wasn't aware.
CubekolIt's possible.
It doesn't work with normal ammo (e.g. shotgun), but ya know, just wanted to prove that Wiethoofd doesn't know everything.
screens
dl (just place this in resource/ui)
I edited this a bit to make the sections of the bar more even and those black things thinner (dl link).
One last thing I'd like to know is how to change the red colour to something else. Can't seem to find it.
[quote=Cubekol]It's possible.
It doesn't work with normal ammo (e.g. shotgun), but ya know, just wanted to prove that Wiethoofd doesn't know everything.
[url=http://imgur.com/a/kMqjp]screens[/url]
[url=https://drive.google.com/open?id=0B53wnY9DYxhubWFCMy1KZVMxSkU]dl (just place this in resource/ui) [/url][/quote]
I edited this a bit to make the sections of the bar more even and those black things thinner ([url=https://mega.nz/#!hwoQyYqa!Mqko-TMXmI-X1lIiOpEMyoiAwBDzQBvkeRcEcygIRLw]dl link[/url]).
One last thing I'd like to know is how to change the red colour to something else. Can't seem to find it.
shorasOne last thing I'd like to know is how to change the red colour to something else. Can't seem to find it.
Not possible
[quote=shoras]
One last thing I'd like to know is how to change the red colour to something else. Can't seem to find it.[/quote]
Not possible
i'm on m0rehud black
How can I change the pos of the buffed/Low hp cross
How can I change the color of that cross on low hp
How can I change the color of the numbers' shadow on low hp
i'm on m0rehud black
How can I change the pos of the buffed/Low hp cross
How can I change the color of that cross on low hp
How can I change the color of the numbers' shadow on low hp